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Blazefire Solaris 7 fighter.
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Stinger
The Knights of Chaos
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PostPosted: 18-Jul-2005 13:14    Post subject: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

Let me know what you think.


BattleMech Technical Readout

Type/Model: Blazefire Yosemmite Sam
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 3, Standard design

Mass: 85 tons
Chassis: Standard
Power Plant: 340 VOX XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 [86.4] km/h
Jump Jets: 6 Improved Jump Jets
Jump Capacity: 180 meters
Armor Type: Standard
Armament:
1 Large Laser
10 Medium Lasers
9 Small Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
Built on the frame of a ageing Battlemaster the Blazefire Yosemmite Samm is a
custom mech used on solaris and is currentely among the top 10 in wins.

==Capabilities:==
the owner Vincent Carmicle has put a small fortune into the creation of the
Blazefire. A Small cockpit, armored cowl and improved Jump Jets along with
Triple Strength Mynomer make for a very leathal combination. Packing only one
long range weapon the Blazefire mounts an amazing number of small and medium
lasers to help soften up the target and keep the TSM nice and toasty. Interest
in the Blazefire by military officials has been minor but may prompt a
military version with out the hatchet.

--------------------------------------------------------
Type/Model: Blazefire Yosemmite Sam
Mass: 85 tons

Equipment: Crits Mass
Int. Struct.: 130 pts Standard 0 8.50
Engine: 340 XL Fusion 12 13.50
Walking MP: 4 [5]
Running MP: 6 [8]
Jumping MP: 6
Heat Sinks: 10 Double [20] 0 .00
Compact Gyro: 2 6.00
Small Cockpit, Life Supt., Sensors: 4 2.00
Triple Strength Myomer: 6 .00
Actuators: L: Sh+UA R: Sh+UA+LA+H 14 .00
Armor Factor: 263 pts Standard 0 16.50
Armored Cowl (UK): + 5 pts 1 1.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 40
Center Torso (Rear): 14
L/R Side Torso: 18 27/27
L/R Side Torso (Rear): 9/9
L/R Arm: 14 28/28
L/R Leg: 18 36/36

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser LA 8 2 5.00
4 Medium Lasers LA 12 4 4.00
4 Small Lasers LA 4 4 2.00
3 Medium Lasers RT 9 3 3.00
2 Small Lasers RT 2 2 1.00
3 Medium Lasers LT 9 3 3.00
2 Small Lasers LT 2 2 1.00
1 Small Laser HD 1 1 .50
1 Hatchet RH 6 6.00
6 Improved Jump Jets: 12 12.00
(Jump Jet Loc: 2 LT, 2 RT, 2 CT)
--------------------------------------------------------
TOTALS: 47 78 85.00
Crits & Tons Left: 0 .00

Calculated Factors:
Total Cost: 26,602,014 C-Bills
Battle Value: 1,630
Cost per BV: 16,320.25
Weapon Value: 2,423 / 2,423 (Ratio = 1.49 / 1.49)
Damage Factors: SRDmg = 33; MRDmg = 7; LRDmg = 0
BattleForce2: MP: 4J, Armor/Structure: 7/3
Damage PB/M/L: 5/3/-, Overheat: 4
Class: MA; Point Value: 16


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If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Delta
Lyran Alliance
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Joined: 11-Dec-2004 00:00
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PostPosted: 07-Aug-2005 23:26    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

According to my calculations, standing still and firing all the mediums and the large will put you high on the heat scale.

On the extreme end, alpha striking (which seems to be what its designed for) would mean that moments after hitting the trigger your mech would shut down.
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bladewind
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PostPosted: 08-Aug-2005 02:25    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

Why not exploit the old Solaris 7 rules ?
MGs can fire 4 times a round.

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Sleeping Dragon
Draconis Combine
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PostPosted: 08-Aug-2005 10:13    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

It really seems like too many lasers on the chassis and the engine can cause additional problems, because it's vulnerable.

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Delta
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PostPosted: 08-Aug-2005 17:26    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

Quote:

On 2005-08-08 02:25, bladewind wrote:
Why not exploit the old Solaris 7 rules ?
MGs can fire 4 times a round.





Technically speaking, that rule doesn't make sense. Damage for a weapon in Battletech takes into rate of fire. I mean, if a ERPPC had the same ROF as a small laser (The former is about 6-8 seconds, the latter is 2 or so), we'd be screwed.
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Sleeping Dragon
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PostPosted: 09-Aug-2005 08:13    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

The MGs have rapid-fire mode (lvl 3, p. 81 Maximum tech) MG does 1d6 damage and heat, and consumes 1d6 * 3 ammo (only one roll)

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Rudel Gurken
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PostPosted: 09-Aug-2005 08:32    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

Bladewind was talking about the Solaris VII ruleset, where the 10 sec. round was broken down to (I think) 4 2,5 sec. rounds.
Some weapons could be fired in every of this rounds (like MG´s)!
But your heatsinks are only counted once in 4 rounds!
A former friend of mine had one of these boxes and I can´t remember all the details!

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Sleeping Dragon
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PostPosted: 09-Aug-2005 08:42    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

I know, rapid fire is just another option.

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Delta
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PostPosted: 09-Aug-2005 21:49    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

Quote:

On 2005-08-09 08:32, Rudel Gurken wrote:
Bladewind was talking about the Solaris VII ruleset, where the 10 sec. round was broken down to (I think) 4 2,5 sec. rounds.
Some weapons could be fired in every of this rounds (like MG´s)!
But your heatsinks are only counted once in 4 rounds!
A former friend of mine had one of these boxes and I can´t remember all the details!



Im not familiar with the Solaris VII ruleset (never had it), but I have always been wondering about how long a turn was. Where'd ya find out?
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bladewind
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PostPosted: 10-Aug-2005 00:57    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

also solaris range rules mean that MGs had a range of 300 metres. That floats my boat too.



The CBT RPG small laser only had 1500 range though.
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Rudel Gurken
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PostPosted: 10-Aug-2005 01:36    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

I´ve no contact with my former friend any more and I havn´t a box in reach!
I think it´s a mere 12 years or so that I havn´t played with Solaris-rules so I can´t remember more of it!

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Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
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Rudel Gurken
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PostPosted: 10-Aug-2005 01:39    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

Weren´t the hexes cut down from 30m diameter to 10 or 6 or so m?

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Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
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Sleeping Dragon
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PostPosted: 10-Aug-2005 14:19    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

Just a little off topic, but if all guns can fire four times per turn... vehicle... no heat from missiles and ballistic weapons... looks pretty nasty.

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Rudel Gurken
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PostPosted: 10-Aug-2005 15:02    Post subject: RE: Blazefire Solaris 7 fighter. Reply to topic Reply with quote

Not every weapon is able to fire each of the short rounds. PPC´s and I think missile-launchers need time to rearm.

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Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
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